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So last Saturday we had another session fo Emirikol, my swashbuckling D&D game, where the main plot involved the PCs finding and investigating a wizard's manor house that had sunk into the swamp. The players and PCs knew this was coming, and I made sure to remind them of it before play started, so they knew that Swimming was in their future and bought Potions of Swimming as a result.

In prep for the session I had worked out a rough map of the parts of the manor that were now full of water, and the path they'd have to take to get from the upper floor where they entered to the air filled crypts that they needed to get to, and wrote out all the rules for swimming and drowning, as well as the DCs for spotting the correct path and a possible short cut, and for squeezing through . The basic 3E rules for swimming are that it's a DC 10 swim check to cover half your move for the round (1/4 if you're trying to do something else), with the DC ratcheting up 1 point per round you're fully submerged. PCs can hold their breath for twice their constitution in rounds before they have to start making increasingly difficult rolls to keep from drowning.

I figured the map so it would take 12 successful swim rolls to get where they were going - having to search for the next stairway, doubling back in the house and so on - and figured they'd miss about half of those, to more or less match the 4E skill challenge guidelines. Only one of the PCs had any points in swim beforehand, and there were the negative penalties for weight, so the PCs had to strip themselves down to aminimum of gear (making the restof the adventure harder) and ended up with everyone having a +10 to +11 Swim with the potions. The sequence went flawlessly - the prepetually ratcheting difficulty worked wonders, where at the end of the swim the PCs were all spending time pulling their fellows along as everyone got increasingly disoriented. The PCs found one of the short cuts, but then made an ill considered move that slowed them down (Dietrick blew out the rotted circular stair with his ring of the ram, not realizing how much the disturbed silt would slow them down). People screamed in surprised when things went awry or cast spells, which I ad-hoced as costing them 2d6 rounds of air per incident. At the end they broke to the surface 15 rounds after they'd started, with swim DCs of 25, and two of the PCs a round or two away from risking drowning. Bec told me it was one of the most legitimately tense sessions she'd ever played in, as it was all to easy picturing one or more of them dying in the water.

It was nice to be able to use the existing, hard coded target numbers to scale an encounter for them. It just hit the perfect sweet spot between simulation (this swim will be just as difficulty, or perhaps easier, next time, regardless of their level) and gamist enjoyment. Worked much better for our sensibilities than the 4E scaling chart....
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We had the lastest Emirikol session last weekend, where they did indeed slay Bluebeard the dragon after much trial and tribulation. Cambias asked me later how much of my plot for this - the backstory the PCs unearthed about the redacted city included a gnomish bard hero, Vajik Dardai, who had tricked and bamboozled the dragon long enough to save his gnomish communtiy and very nearly killed the beast - came from a module. Fair question considering the other modules I've used 

The answer, this time at least, was "very little". The dragon and the redacted city were on the fly stuff in session 15 when the players didn't go the way I'd expected: I thought they'd be borrowing Aslan Nightshade's airship. Instead they looked for a "perilous shortcut". So I came up with the city that had been torn down for rebellion against the republic and replaced with a magically-grown wood. Dragons in Emirikol are focal points of human sin - greed, sloth, wraith, gluttony, envy, lust and vanity in one giant reptilian package - so it was logical that there be one there after such a set of circumstances.

Knowing they were going back in after the dragon I dug through old my old modules for a good woodland map. That produced "Eye for an Eye" by Patrick W. Ross from the September/October Dungeon magazine. His module included a backstory (almost entirely irrelevant to the actual plot of the module) of an evil wizard's stronghold being torn down and a druid magically creating a forest and swamp over the spot to prevent people from looting it. There was also a handy map of the wizard's underground lair if the PCs in the module wanted to explore it after they'd dealt with the real threats. Serendipity? Nothing new under the sun? Who can say. But the maps were helpful.
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For your amusement, I'm posting Emirikol write ups again. This one picks up right after Hiram was shanghied by imperial constables ast part of a plot by his uncle and dragged out of the city to be tried at the most notoriously evil city in the empire....

 

“Capital!” Cybele decided, “Shouldn’t be anything to bother us as we pass through there!” )
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I'm just a blogging fool tonight.

We're on for the next Emirikol game on the day after Halloween, and I'm using the public forum as a warning to the players that their characters are going to have to man up, grow some chest hair, figure out how to munchkin the hell out of their available resources and gird your loins with a Codpiece of Lighting Resistance. Do not hesitate to call on political connections and old favors. Offer up shares of the hoard for the loan of magic items. Rifles are your friend. Remember that you have Honor points good for Aid spells and Bull's Strengths. 

Of course, none of this means sending an NPC in to do your job, cause that's just not how it's done.

For those not in the know, they had a run in with a dragon last game that left them pretty well humiliated - he took their magic sword and ate their horses, and only the assistance of some local gnomes stopped the next few hours from being a rendition of the Blair Dragon Project as the thing stalked and killed them through the dense woodlands. Being player characters they are going to get their sword back. Melas will then let the dragon borrow it for a few minutes...right up to the hilt!

But if you go in cocky or underprepared, this SOB will eat you. Dragons be tough.

That is all.

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Here’s the breakdown of last session:

 

Much buckling of swashes behind the cut.  )

And that brings us up to date.


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After my shout out to Nigel Findely, Cambias chided me for pulling back the curtain and dispelling the myth of my own creative brilliance in the Emirikol campaign. Nonsense! When I started the campaign it was with the statement to everyone that I would be doing less work on the games in a post-baby universe. It’s clear from cambias and 40yearsagotoday’s statements that they didn’t quite believe that the subplot laden, intricate campaign I was running (with note cards of data to hand out to PCs who made knowledge checks) was a low-impact campaign for me.  

 

 

Allow me to disabuse them of this notion:  )

 

In short, if I have seen farther than others it’s because I’m standing on the Hill Giant corpses left by previous authors.

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Here’s the breakdown of last session:
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I commented previously on how the ad hoc difficulty table advises the GM to ramp up the Target Number of checks based on the PCs level (and, by one possible by unlikely reading, whether the PC has the skill or not). The objective appears to be that Easy actions have a success chance of roughly 65%, moderate one 45% and hard ones 10%. The scaling is required because everyone adds one half their level to the rolls, so to keep the preferred targets you have to ramp up the difficulty.

Skill blather )
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fortyyearsagotoday decided that to prep for the duel his PC Hriam (Bard 7) has in his future he needed to get special training. The character found a surly but effective fencing master in Scournbul, the docks quarter of the city, to prep him for the fight, which will likely be in a few months of game time and at 10th level.

Essentially, 40YAT farmed out his character leveling to the GM for a few levels rather than study the rulebook. I can accept that.

Game notes )
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I have heard some talk about how 4E is going to have more by way of per encounter special abilities and spells to try to remove some of the resource management out of the game. This is, I suppose, to counter the wizards complaint of having the best 5 minutes of their day followed by being useless, but a) I've always seen the resource management aspect as a key part of D&D and 2) if you're not contributing with your personality and skills you're probably not a good fit for my games anyway.
 
But this raised an idea (which might be in 4E for all that I know) that rather than having X number of spells per day per level, spellcasters instead ratchet up on how often they can use their more limited number of spells. For example
 
I'm not sure this would be better, or even viable, but I think it would be interesting.
 
Now the rambling part: the idea of spells refreshing per solar arc fits Emirikol nicely. In that world each day is always 14 hours, sunrise to sunset, with the seasons coming from the phases of the sun. In the height of summer there is some time of horizon glow for an early dawn and lingering dusk, but for practical purposes the night is always 10 hours. The moon is visible every night, with monthly phases but a constant path.
 
That got me thinking about the other aspects of Emirikol's planetary structure. The sun, we know, is goddess of fire, dying and being reborn every year. I don't recall ever settling on what the Moon is, so there are probably many fields of thought on the subject - a pool of ocean in the sky? The home of the celestial court? It predates the ascension to godhood of the last emperor, so we know it's not him, but everyone other philosophy and cult lays claim to it, including Chaos worshippers.  The Stars are indeed the spirits of ones greatest ancestors, and the sky becomes a little more crowded every year. In rare instances the final end of a once prominent family line has caused whole constellations to wink out of existence, as the ancestors no longer have ties to the world.
 
Just some random thoughts. It's a magical world, after all. No reason not to make it magical in construction.
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I was mostly happy with the last session. It was low key, settled some plot issues and left all the PCs in good places to advance their personal agendas next arc. I now have plenty of time to find ways to make those personal agendas things that translate to whole group adventures. 



I'm just sorry I didn't give Melas a chance to whilwind attack someone... maybe in 6 months. I'm looking forward to coming back here.
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We actually have one more session left, but it's mostly for dalliances, subplots and for a woman with danishes on her ears to give the PCs medals in a public ceremony. Since much of my mental efforts are now focused on the games for 2008 I thought I might put down some closing thoughts in advance. 

To my mind, the game was a staggering success. It wasn't exactly what I'd originally planned, but that was because the PCs meandered a bit, fleshed themselves out more and otherwise made themselves at home in the city. This made each plot idea take longer, but it was time well spent. The things I made up on the spur of the moment in sessions 1 and 2 turned into a nicely complex plot arc for the beginning and end of the 1 year campaign. Obviously I can't NOT plot, but I managed to not go nuts.

The middle of the game was the pirate plot that had some elements merge into the endgame and other elements resolved enough that if we never return to Emirikol we can call it done, but there are several things we can easily come back to if we choose. 

D&D 3E ended up being a workable mechanism. No, it's not a great choice for fencing or wars, but the fencing matches and wars worked well enough. The class/level rules went as planned, with two PCs hitting prestige classes at the end of the game and Cambias securing the one feat he'd been aiming for just at the end of play so the PCs feel like they reached some milestones. The rules for the spellcasting classes handled the tweaks of the setting well, and [profile] 40yearsagotodayhas obviously enjoyed working out which spells count as Dramaturgy for Bards. 

More importantly, it was easy for me to plot, easy for me to eyeball opposition and well known to all the players. This minimized the time and energy it took for me to prep the game, and the concentration the players required to run it (what with a 3 year old running about for half of each sessison).  I expect we'll end up back here in 6 months, in part because we'll now have TWO children at each game, and a comfortable, forgiving mechanic in a friendly, free-wheeling world is a good place to settle for a while.
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 Now that the holiday is over, let us mull....

Much as my family may drve me slightly batty at times, we're all still pretty good. No feuds, no pointless arguments at the holiday table, no drunken rants. Having heard how bad other families can get, I'm very thankful for that. I'm doubly thankful that my parents and my in laws all get along, so we can host one big party on Thanksgiving rather than trying two visit two smaller ones. 

I'm also thankful that my parents will be taking the wee one today so we can have a night off. We're seeing Enchanted followed by dinner at a simple tavern for some low impact adult time. Much needed as the holidays approach and our increasingly mobile and willful toddler consumes more of mommy's life energy per day. 

I'm thankful that some aggressive pre planning means that most of our holiday shopping is either done or planned. One less stressor in the next five weeks. I'm also thankful that my parents seem to grasp the "donations in lieu of presents" idea so I'm not scrambling to list stuff I don't want.

I'm making mental notes on this as we're approaching the Emirikolian thanksgiving style celebration in game, neatly scheduled to coniicide with the PCs heroic return. This will likely include the cooking of a Grybulgon (a griffin stuffed with a bulette stuffed with a dragon), the traditional heroic feast as noted by [profile] 40yearsagotoday. The hard to find meats for this delicacy are generally procured by lower level adventurers, insuring that the wheel of "giving low level PCs things to do" continues to turn.
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From this month's Emirikol game

Me: "Let me see if I have this: you are strapping the necklace of fireballs globe to the end of the ballista bolt, then casing keen edge on the bolt, then having the sorcerer cast true strike before firing it at the cloud giant's head?"

Players: "With surprise!"

Me: "Right, with surprise, he'll lose his dex bonus to AC there. And if this doesn't kill him?"

Players:  "We open fire with the rifle." "Once he's inside 30' of course, so I can add the d6 for my surprise strike." "Then we pyrotechnics the lingering flames from the fireball to blind him. Followed by a lightning bolt of course." 

Me: "Well, the lightning bolt went without saying."

Good to see they're getting creative.
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Looking at the end of the road for the USS Carter Season 2 and Emirikol Book 1. The second to last session for Emirikol is tomorrow (and the printer died again, so it's just as well Cambias and [profile] 40yearsagotoday didn't rush their character updates to me), and the pentultimate USS Carter session is next month (ostensably 12/9). In both cases they should wrap up the major plot threads and leave the last session for denouemont - nice to have but can be skipped if either baby decides to come early.

I also finished the prospectus today, and I will be handing it out to the Emirikol group tomorrow and e-mailing it to the other potential players before the end of the weekend. It will be posted here fairly soon for the masses to look upon and snigger at. I did make an 11th hour removal of one game from the prospectus - I not only don't think there's enough interest to warrant its inclusion, I also don't think I could pull it off for 6 months. Hence, better to drop it. I did like the flavor text, however, so I'm including it here.

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Brian Rogers

March 2025

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